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** Sega Genesis 3D Engine Day 3 ** Blast Processing kicks In !! Converted the Line Drawing and Triangle drawing to 68k Assembly and gained 25% in the line drawing and 33% speedups in the triangle drawing vs C ( so far ) . The scheduler calculating the vertexs...

18,957 просмотров • 2 месяцев назад •via X (Twitter)

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** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,470 просмотров • 5 месяцев назад

*** Mega Parodius Sega Megadrive Update *** Lately I've been having some fun seeing how far we can push the Parodius game engine . This is not arcade accurate - just for testing, decreased bullet timers and upped the bullet count to see what would happen re cpu usage when things are made a lot busier ! Maybe something like this could be insane mode in the options etc. Since last update we are a lot more optimised under the hood . The C based sprite engine, particularly visibility checking was speedup , overall 25 % faster. Then re-wrote the sprite engine completely in 68k assembly , 30% faster again. It took about 3 days and 1500 lines of assembly , thankfully the gains were worth it. All these gains will be back ported to S.O.T.A also as its using the same sprite engine. Usage is around 19% of cpu per frame with a full sprite load - 33 % cpu left in the busiest frame currently . Parodius is using a write the sprite list every frame type engine , so priority and meta-sprite objects can be handled with ease albiet its still a bit slower than static allocation sprite engines such as the one in lufthoheit but this is a bit easier to code for in the long run. All collision checks are been done , we are using a spatial grid system to get the collision checks done faster than a brute force approach . To get to maximum sprite count destruction is disabled in the video. We hit 80 sprites onscreen in this sequence , the sprite counter is one the Left side. We use about 16 sprites in the top hud and water line , about 21 for player attacks / missiles / shots / options . Up to 35 bullets + enemies . No lazer usage here as the Lazers use zero sprites thanks to the raster tricks , this video is all about the sprites ! Improved the water line when the Catboss is active , as he is Sprites + Forground we are doing some tile rotation tricks eg bit scrolling to give the impression of parrallax at that point . Vector Orbitex has updated the stage 1 music again and has made things even higher quality , hes mixed pcm and fm channels together to create higher quality orchestral hits for example . Pyron has started converting assets from stage 2/3 , some amazing work there . Hes well ahead of me at present which is a good thing. Still lots of incomplete animations missing logic etc , its slow going with RL getting in the way haha and 2 other projects !! Still its fun !! #SGDK #SegaMegadrive #SegaGenesis #Parodius

Shannon Birt

16,084 просмотров • 6 месяцев назад

** MEGA Parodius Scaling Effects Part 2 ** Well - this is the BIG one - literally !! Huge thanks to my team Pyron & Vector Orbitex for their efforts. Pyron has provided all the source frames for Puyon and his spikes / explosion and a lot of analysis video on how the spikes behave / move which was really helpful. Pyron also used his CRT setup for this video as we felt an emulator video would not do it justice - running on 100% real MD hardware FTW. Vector has provided the catchy boss music and its sounding great - as always ! The coding on this has been a bit insane - things done since part 1 post previous: Implemented dual buffering - Last video was single buffered - so VRAM is very tight now , we only have about 40/2048 tiles free. For the longest time I didn't think it would fit - I found a vram jigsaw puzzle that made it work in the end. Double buffering has cleaned up the stability of the animation and matches the arcade scaling effect now albiet costing 2x more VRAM . Vertical Scaling Implemented - the vertical scaler was taken from Lufthoheit ( my other shooter ) and its heavily optimised to reduce cpu usage. During the scaling the vertical scaler partitions the 68k processor registers into 2 sets, 4 registers are allocated to feeding the fast horizontal interrupt (h-int) that drives the vertical scaling , remaining 12 registers are for the horizontal scaler running in the background. This setup is much faster than normal backup / restore register methods, as we do not need to backup / restore registers in the h-int which would double CPU costs. The catch is the momment any background routine tries to use the H-ints registers it would break things so it has to be carefully timed. Added the spike projectiles - this was very tricky to get close to the arcade, they are semi heat seeking missiles basically and hence needed code that worked out angle differences to player at speed theres no time for arc-tan or similar so it uses faster lookup tables to work out the angles . They speed up over time and get larger and whats more we can't keep all the scales in VRAM - we have room for 2 spike buffers only. Also what was a real pain was working out scaled coordinates for the circular launch of the spikes . Added Fish Damage - Shock frame and Explosion frames from Arcade . Very proud of the fact we have the full arcade quality explosion is which is fully scaled also. Added Temporal Masking - which is fancy wording for don't draw nothing to buffer if nothing is there already there for the scaling . So empty Corners and edges can be optimised out to lower cpu costs and rom costs. I had to make some scripting for this and work out what areas did not need drawing at all in the frame, which should be force cleared by cpu and which areas should just be copied from rom. This reduced rom size by 30 kb and with a bit more work we could extend that to 60 kb & get a bit more speedup even doing so. Added a frame limiter . In the last video update we let the 68k burn hot and just pump out frames as fast as it could - here we match the arcade animation rate which does leave the cpu idling at times , particularly in the smaller frames - even at large though we could be running the animation 25 % faster , issue is though that would speed up the game logic and make it less arcade accurate. We had some real bullet / Spike hell simulations going without the limiter but yeah we had to tone it down a bit. Maybe in a hardcore mode we could let it run wild though ! Code is 95% 68k assembly with about 5% C code (v-int as its cold path ) driving things . This sort of thing needs all the speed it can get !! Well now after all that I can return to finish off Level 1 haha - just a wee sidetrack there . No doubt we will polish stage 8 boss some more in time too !! #SegaMegadrive #SegaGenesis #Parodius #SGDK

Shannon Birt

26,173 просмотров • 4 месяцев назад

AI is changing the software engineering craft. Anders Hejlsberg (Anders Hejlsberg) - creator of C#, TypeScript and industry legend - on why code review needs to get more enjoyable in response: #1 - AI is shifting the craft from writing code, to reviewing code: "In a sense, we're all turning into project managers. We can have an army of junior programmers, called agents, that will just spit out reams of code but someone's got to have the big picture and review all of that. And so, increasingly, our craft is going from one of writing the code, to one of reviewing the code and building the architecture of the code and overseeing the work. It's a different kind of craft. It's a different kind of enjoyment. I've always liked writing the code. To me that was the fulfilling part, seeing it work. In a way, AI robs a little bit of that, because I am less interested in reviewing code." #2 - The code review experience should be improved: "I think we could also make the process of reviewing code much more interesting than it is today. I mean, today, you see a list of diffs in alphabetical order and now it's up to you to make heads or tails of it. There are more pedagogical ways of presenting that. And you could have commentary generated by the AI that tells you what the changes are and whatever, and then tries to guide you along. So that symbiotic relationship, I think we need to work on that more and to keep the enjoyment in there."

The Pragmatic Engineer

38,880 просмотров • 27 дней назад

*** SEGA GENESIS/MEGADRIVE - SCALING PART 2 *** Whats better on a Friday than seeing some scaling effects on the Megadrive ? .. nothing, so read on ... In the previous part we were software scaling in either axis by a given factor, but I couldn't change the scale factor per scanline on the same frame, so I couldn't skew the base image for tilting into screen eg Mode 7 type effects. - One issue was it was scaling column by column which got wrecked for performance trying per scanline adjustments. So I converted to a row scaler rather than column, this allowed expansions and contractions on a per scanline basis. - Speed up the code significantly , now running a sprite load + music + scaling on cpu with ~50% cpu free. Relied heavily on Python scripts I wrote to generate the 68k assembly for this as it was mind numbing labourious. In doing so I got the scripts competing with each other to come up with the fastest method for each scale , I'm starting to like python ;-) - Tried all sorts to speed up the horizontal interupt - handles vertical scaling, exotic methods eg unsafe interupts / racing the beam & updating the vertical scroll every X cpu cycles, in the end the Z80 cpu (audio) stealing the 68k cpu bus intermittendly just killed these ideas as it would only be 95% stable, ended up just doing smarter interupts that saved a lot of cpu instead. - The good and the bad, spent too long on this is the bad, the good is we will need it in Lufthoheit in a few places to make up for that !! Carsten666 CYBERDEOUS - Crouzet Laurent #SGDK #SegaMegadrive #SegaGenesis

Shannon Birt

10,395 просмотров • 1 год назад

According to fick's law, the more moisture that's in your flower, the more water it will diffuse faster. This means that almost 80% of the water in your plants is gone in the first phase (constant rate)of drying, which, condition depending, can be the first 18 hours to ..🙄3 days according to *Challa 2020-KINETICS AND THE EFFECTS OF DRYING METHODS ON QUALITY OF (C*****s s****a L.) BUDS* Water adhesion principals state that with the surface moisture evaporated, water is less susceptible to the evaporative forces applied on it (falling rate). During this falling rate, your 60/60 is far less effective at pulling water than it was during the constant rate (which still wasn't ideal). Once we enter the second phase of drying, or the falling rate; dehydrated surface exposure, along with low water activation energy in that dehydrated flower means dramatically increased secondary metabolite oxidization. In effect, from this moment forward, that PSM count is going DOWN The longer we keep it on the rack, and not into cure, the faster this will happen In the study *(Basel). 2022- Postharvest Operations of C*****is and Their Effect on C****binòid Content: A Review, it was shown that significant secondary metabolite loss occurred at temperatures higher than 40°c . Below this number, the rate of degradation was relatively constant. As referenced in the above studies. The difference in secondary loss between drying at 71° vs. 77 or even 89° tends to be only 1–2 % with a net positive moisture loss, whereas time driven degradation over days to weeks can account for 30 % total loss or more. Meaning that temperature does affects secondary volatility, but the timing of drying matters WAYYYYY more So how am I drying these? Day 1 - 72°f 55% Day 2 - 72°f 55% Day 3 - 74°f 52% Day 4 - 75°f 50% Day 5 - 75°f 50% See the article on and citations. Share, repost, follow. Still not convinced? Google "sharkmouse drying" on Google and see what reddit has to say!

thatonesharkguy

18,262 просмотров • 9 месяцев назад